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  • posted a message on Emeria Control Needs An Update
    If you want to recur more Titans without going into other colors, Gift of Immortality is another great synergy there. It's could be especially good since your playgroup doesn't play blue often (for bouncing). Your only worry is probably exile at that point. And I would agree with going green for Hour of Promise in the near future. It also opens up things like Eternal Witness, Eldritch Evolution, Genesis, Dense Foliage, etc.

    If you go too deep into graveyard synergies and your playgroup starts planning for it by packing gy hate, then having the blink sub theme could be helpful. I don't think I'd bother with Eldrazi Displacer though if you're not committing a good amount of colorless mana to the deck. Eerie Interlude and something like Eternal Witness is another option, though again, gy hate can disrupt that loop.

    It sounds like your playgroup adapts pretty well so if your deck becomes a little too strong but you don't focus too heavily on one particular strategy that can be easily hosed, then you should be in good shape.
    Posted in: Multiplayer
  • posted a message on Emeria Control Needs An Update
    Adding Eldrazi Displacer and CloudPost/GlimmerPost/Thespian's Stage can be a big step up here. It offers a lot of control, more ETB, and speed. Mind you, your plains won't be getting out as quickly and so Emeria, the Sky Ruin won't be online as soon as it was. But in your playgroup it sounds like you aren't getting to that point anymore anyway so this could help facilitate that. Blinking things like Knight-Captain of Eos can get you where you need to be pretty easily. I'd suggest checking out Prid3's white multiplayer guide. He has a sample blink deck with things that you could incorporate here in Emeria control. Subjugator Angel + Sunblast Angel is a nice little combo that you can abuse with blinking as well.

    http://www.mtgsalvation.com/forums/the-game/casual-related-formats/multiplayer/176940-prid3s-guide-to-white-multiplayer-cards-and
    Posted in: Multiplayer
  • posted a message on BR(W) Exploiting Big Strategies
    Repercussion certainly looks promising. Though I have started to pull white out of the deck as Grand Abolisher has become a little too harsh for my group to deal with. Going down to BR also makes the deck more consistent. Blasphemous Act still works there however, great suggestions! I'd love to hear more suggestions!

    *Edit: I love the Humble Defector synergy with Homeward Path, the problem is that I have found this deck sits on a almost full hand most of the time as you're waiting on the right scenario with these cards so the huge draw there may not be necessary.
    Posted in: Multiplayer
  • posted a message on BR(W) Exploiting Big Strategies
    False Cure is actually a great idea as it won't be played around. Thanks!
    Posted in: Multiplayer
  • posted a message on BR(W) Exploiting Big Strategies
    One day while playing magic with my playgroup, two of my friends decided to REALLY police me hard by essentially countering anything remotely important that I tried to play. (I play some of the stronger decks in the group). So I started looking into some anti-counter cards for the next week. This lead me to things like Vexing Shusher and Grand Abolisher. But as I started building, it donned on me to think of the most common situations my group gets into and see what cards could really exploit those situations. And then of course build around the previous two cards mentioned.


    So the following are the situations that my group gets into and cards that really exploit the game states that are created:

    • Go extremely wide with tokens - Rakdos Charm / Batwing Brume / Massacre Wurm+Sudden Spoiling
    • Go absurdly tall with +1/+1 counters - Backlash
    • Counter magic heavy - Vexing Shusher / Grand Abolisher
    • Blink/Reanimation antics - Slaughter Games and really any graveyard hate.
    • Infinite fog cycling - Everlasting Torment

    • Gaining insane amounts of life - Tainted Remedy (I'll be honest, people forget this is on the board so I'll just have a smile on my face when someone chooses to double their life and I just point to this little 3cmc enchantment that has been on the board most of the game. You can also wait to play this until after they have a life gain source where they don't have a choice but to gain (or lose) it.

    • Mind Control - Homeward Path (Like Tainted Remedy, this is another card that is often forgotten about while sitting around on the board)

    The above cards are supported by our Vexing Shushers and Grand Abolishers which are further supported by Swiftfoot Boots and Dual Casting to double up on certain spells. Some cards cover multiple situations like Rakdos Charm hitting mass creatures and also hitting graveyards.

    You could consider this a support(for teams)/combo deck. A combo deck where your opponents are actually setting up the first half of the combo. As amazing as some of these plays can be, the weakness of this deck, funny enough, are decks that play very fair strategies. We are talking players with 4-5 creatures out that are not particularly large but are getting the job done. Some singletons brought in as normal finishers include:

    Dragonlord Kolaghan
    Kaervek the Merciless
    Kambal, Consul of Allocation

    Another honorable mention for Wild Ricochet. Obviously the effectiveness depends on what people are playing but I managed to hit a Decimate with it! Smile

    Anyway, This is a deck that was built to attack the meta in my playgroup, however, these are strategies that many people use so I thought I would share as it is very satisfying to have that "Ah hah!" moment when you Backlash a Serra Avatar for an instant win. (Oh.. that was my favorite as the whole table busted out laughing when it happened to a 120/120 and the Avatar simply read "You're losing your exact life total). Even someone losing to these kinds of cards actually get some enjoyment out of it due to the wow factor which is a plus for the deck.

    I just wanted to share! More ideas are welcome, as well as criticism and opinions of it! (Games go quite long in my group so this obviously won't handle extremely fast metas and not all the members of my group are the most competitive). Admittedly, I have pulled white out as a hexproof Grand Abolisher made things very unfun for my playgroup as they had no way to interact with what I was doing when it was time to exploit a given board state.

    Posted in: Multiplayer
  • posted a message on Approach of the second sun
    Approach of the Second "Approach of the Second Sun" thread. :p
    http://www.mtgsalvation.com/forums/the-game/casual-related-formats/multiplayer/775015-approach-of-the-second-sun
    Posted in: Multiplayer
  • posted a message on Simic Burgeoning
    Have there been any innovations to the deck in recent months? I was going to start building this for my play group but wasn't sure if there was a more updated list. Were you going to go with the Woodland Bellower and add some silver bullets as mentioned above, or does this feel pretty tuned as it is? Possibly some new technology from kaladesh/aether revolt? Nothing comes to mind at the moment that would enhance this deck too much.

    One thing I thought of though, does The Great Aurora seem like a thing for this deck? Burgeoning would help break the symmetry on it some with the amount of permanents it sets up early on. The Great Aurora already goes very well with Tireless Tracker which is already in the list. With the amount of land drops going on here, it would amass a huge amount of clues for breaking the symmetry.

    *Edit: The Great Aurora might not play nice with bounce lands however. Could be workable though with the ability to play multiple lands a turn though.
    Posted in: Multiplayer
  • posted a message on Azorius Titan/Emeria Control
    Given how long matches tend to run in Emeria, with as much draw and land selection (pilgrim) that we have access to, I didn't feel that the cmc of panhar was much of a factor. Especially with how much more explosive all our cards become from then on.

    I only played one game with it but once it landed on the field, the opponent was overwhelmed incredibly quickly.

    Since our strategy is to gain small incremental advantages until the opponent fizzles out their hand and we gain massive card advantage that they just can't keep up with; Panharmonicon multiplies those small advantages, putting them on a whole new level.

    And to answer your first question, Flickerwisp can't actually remove anything indefinitely like you're thinking. It just puts that many more in exile until the end step. Aside from tokens/counters anyway.
    Posted in: Control
  • posted a message on Azorius Titan/Emeria Control
    Has anyone else tried out Panharmonicon? Things really get out of hand with it, especially with Flickerwisp blinking a flickerwisp and another target. Because the wisp comes back down and you can repeat the process. It would normally mean nothing to just keep blinking wisps together because you don't get anything from the chain. With panharmonicon though, it lets you hit a second target each time, which is value where you need it every end step.
    Posted in: Control
  • posted a message on [Primer] U(x) Aetherflux Reservoir Combo
    The mechanic is quite nice, I hadn't thought of that. Some other combination I considered is going bant to include Oath of Nissa (This deck is all about digging). Oath helps with fixing lands, finds sigarda's aid, and can also grab creatures like glint/filigree/mechanic.

    Since she also enables planeswalkers, we can even include:



    Notice her -2 goes great with Reservoir (artifact). Copy your Reservoir and suddenly we are triggering x2 for only 3 mana! I'm also loving anticipate in my deck, as it helps dig for whatever we currently need. Reservoir/Sigarda/Land/Paradox
    Posted in: Standard Archives
  • posted a message on [Primer] U(x) Aetherflux Reservoir Combo
    I was trying to think of a way to speed this deck up. So.. instant speed spell decks can leave lots of spells on the stack so that each trigger of Reservoir procs the max amount of health possible because they are essentially all being used at the same time.

    Ex: Casting spells at sorcery speed will give you: 1, 2, 3, 4, 5, 6, 7, 8 (37 health) as opposed to instant speed that can remain on the stack: 6, 6, 6, 6, 6, 6 (36 health). That's quite a difference; only 6 spells are needed instead of 8!

    So I thought, It's too bad we can't do this with our 0 cmc artifacts.. Oh wait.. We can!


    Not to mention, Sigarda's aid is only 1cmc which works very nicely with a storm type deck. I apologize if this is common knowledge already but I didn't see it throughout this thread or a google search so I thought I would share. What do you guys think?
    Posted in: Standard Archives
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